深度ステンシル状態構造体を表し、深度ステンシル状態構造体を作成するための便利な方法を提供します。
構文
struct CD3D11_DEPTH_STENCIL_DESC : D3D11_DEPTH_STENCIL_DESC {
void CD3D11_DEPTH_STENCIL_DESC();
void CD3D11_DEPTH_STENCIL_DESC(
const D3D11_DEPTH_STENCIL_DESC & o
);
void CD3D11_DEPTH_STENCIL_DESC(
CD3D11_DEFAULT unnamedParam1
);
void CD3D11_DEPTH_STENCIL_DESC(
BOOL depthEnable,
D3D11_DEPTH_WRITE_MASK depthWriteMask,
D3D11_COMPARISON_FUNC depthFunc,
BOOL stencilEnable,
UINT8 stencilReadMask,
UINT8 stencilWriteMask,
D3D11_STENCIL_OP frontStencilFailOp,
D3D11_STENCIL_OP frontStencilDepthFailOp,
D3D11_STENCIL_OP frontStencilPassOp,
D3D11_COMPARISON_FUNC frontStencilFunc,
D3D11_STENCIL_OP backStencilFailOp,
D3D11_STENCIL_OP backStencilDepthFailOp,
D3D11_STENCIL_OP backStencilPassOp,
D3D11_COMPARISON_FUNC backStencilFunc
);
void ~CD3D11_DEPTH_STENCIL_DESC();
};
継承
CD3D11_DEPTH_STENCIL_DESC構造体は、D3D11_DEPTH_STENCIL_DESCを実装します。
メンバー
void CD3D11_DEPTH_STENCIL_DESC()
初期化されていないCD3D11_DEPTH_STENCIL_DESC構造体の新しいインスタンス を インスタンス化します。
void CD3D11_DEPTH_STENCIL_DESC( const D3D11_DEPTH_STENCIL_DESC & o)
D3D11_DEPTH_STENCIL_DESC構造体で初期化されるCD3D11_DEPTH_STENCIL_DESC構造体の新しいインスタンスをインスタンス化します。
void CD3D11_DEPTH_STENCIL_DESC( CD3D11_DEFAULT unnamedParam1)
既定の深度ステンシル状態値で初期化される CD3D11_DEPTH_STENCIL_DESC 構造体の新しいインスタンスをインスタンス化します。
void CD3D11_DEPTH_STENCIL_DESC( BOOL depthEnable, D3D11_DEPTH_WRITE_MASK depthWriteMask, D3D11_COMPARISON_FUNC depthFunc, BOOL stencilEnable, UINT8 stencilReadMask, UINT8 stencilWriteMask, D3D11_STENCIL_OP frontStencilFailOp, D3D11_STENCIL_OP frontStencilDepthFailOp, D3D11_STENCIL_OP frontStencilPassOp, D3D11_COMPARISON_FUNC frontStencilFunc, D3D11_STENCIL_OP backStencilFailOp, D3D11_STENCIL_OP backStencilDepthFailOp, D3D11_STENCIL_OP backStencilPassOp, D3D11_COMPARISON_FUNC backStencilFunc)
void ~CD3D11_DEPTH_STENCIL_DESC()
CD3D11_DEPTH_STENCIL_DESC構造体のインスタンスを破棄します。
注釈
D3D11.h が CD3D11_DEPTH_STENCIL_DESCを定義する方法を次に示します。
struct CD3D11_DEPTH_STENCIL_DESC : public D3D11_DEPTH_STENCIL_DESC
{
CD3D11_DEPTH_STENCIL_DESC()
{}
explicit CD3D11_DEPTH_STENCIL_DESC( const D3D11_DEPTH_STENCIL_DESC& o ) :
D3D11_DEPTH_STENCIL_DESC( o )
{}
explicit CD3D11_DEPTH_STENCIL_DESC( CD3D11_DEFAULT )
{
DepthEnable = TRUE;
DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
DepthFunc = D3D11_COMPARISON_LESS;
StencilEnable = FALSE;
StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
const D3D11_DEPTH_STENCILOP_DESC defaultStencilOp =
{ D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_STENCIL_OP_KEEP, D3D11_COMPARISON_ALWAYS };
FrontFace = defaultStencilOp;
BackFace = defaultStencilOp;
}
explicit CD3D11_DEPTH_STENCIL_DESC(
BOOL depthEnable,
D3D11_DEPTH_WRITE_MASK depthWriteMask,
D3D11_COMPARISON_FUNC depthFunc,
BOOL stencilEnable,
UINT8 stencilReadMask,
UINT8 stencilWriteMask,
D3D11_STENCIL_OP frontStencilFailOp,
D3D11_STENCIL_OP frontStencilDepthFailOp,
D3D11_STENCIL_OP frontStencilPassOp,
D3D11_COMPARISON_FUNC frontStencilFunc,
D3D11_STENCIL_OP backStencilFailOp,
D3D11_STENCIL_OP backStencilDepthFailOp,
D3D11_STENCIL_OP backStencilPassOp,
D3D11_COMPARISON_FUNC backStencilFunc )
{
DepthEnable = depthEnable;
DepthWriteMask = depthWriteMask;
DepthFunc = depthFunc;
StencilEnable = stencilEnable;
StencilReadMask = stencilReadMask;
StencilWriteMask = stencilWriteMask;
FrontFace.StencilFailOp = frontStencilFailOp;
FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
FrontFace.StencilPassOp = frontStencilPassOp;
FrontFace.StencilFunc = frontStencilFunc;
BackFace.StencilFailOp = backStencilFailOp;
BackFace.StencilDepthFailOp = backStencilDepthFailOp;
BackFace.StencilPassOp = backStencilPassOp;
BackFace.StencilFunc = backStencilFunc;
}
~CD3D11_DEPTH_STENCIL_DESC() {}
operator const D3D11_DEPTH_STENCIL_DESC&() const { return *this; }
};
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要件
| サポートされている最小のクライアント | Windows 7 [デスクトップ アプリ |UWP アプリ] |
| サポートされている最小のサーバー | Windows Server 2008 R2 [デスクトップ アプリ |UWP アプリ] |
| Header | d3d11.h |